The Jargons of Clash of Clans Used by The Teenagers

LETS ◽  
2020 ◽  
Vol 1 (2) ◽  
pp. 91-98
Author(s):  
Yudhi Faizal Eka Putra ◽  
Serliah Nur ◽  
Rabiatul Adawiah ◽  
Nurfitrah

Online Games are popular for Indonesian teenagers, and one of them is the Clash of Clans (COC). Each online game has specific terms. Those are known as jargon. This study is aimed to find jargons of Clash of Clans used by the teenagers. It is a qualitative research using descriptive method. The result shows that there are seventeen jargons used by three teenagers. They are Archer Troops, Barbarian Troops, Wall Level 3, Wall Level 1, Town Hall 3 Starts, Mortar, Golem, Hogs, Wars, Builder, Hidden Tesla, Clan Castle, Giant, Healer, and Elixir. Those jargons are used in the other contexts, out of that online game. the players use this jargon language by considering the things in the real life with all of the things in Clash of Clans. So the jargon language from the game is accidentally said by teenagers in their real life context.

2019 ◽  
Vol 5 (1) ◽  
Author(s):  
Diana Perwitasari Sumarso ◽  
Sukarela Wati ◽  
Koesworo Setiawan

This study discusses the students who use the Ping Mobile Legends online game feature, the method used is quantitative descriptive method and tested using Rank Sperman correlation. The research sample are Djuanda University communication science students consisting of 20 users of the Mobile Legends online game. The results of the study shows that (1) Users often use the Ping feature because it is only a click away, (2) The ping feature is often used by team players because it is easy, (3) The ping feature is the most favorite feature of every player, (4) The ping feature can smooth the game only with a click. The ping feature is very superior compared to other features and has the largest interpretation number 4 and is categorized well. Keywords: Ping Features, Online Games, Students, Mobile Legends.


Author(s):  
Anna Malou Petersson ◽  
Jan Lundberg

A great number of ideation methods are available to assist the engineer in the conceptual phase of product development. Previous research on idea generation suggests that, in order to understand how ideation can be successful in reality, the context must be taken into account. Therefore, evaluating promising ideation methods in the intended use setting should be an important complement to other research studies in the field of engineering design. In the present study, an ideation method which had previously been developed by the present authors in close collaboration with industry, a government agency, and academia was evaluated in a typical use setting. Testing the method in a use setting led to unexpected events and to new insights into the method. During the most ideation-intensive stage of the method, one of the groups in the use setting generated suggestions at a rate similar to that of the small representative group in which the development of the method had taken place, whereas the other three groups in the use setting had a lower suggestion generation rate. The findings indicated that the participants’ views on the method correlated with those of the group which had developed the method.


2020 ◽  
Vol 1 (4) ◽  
pp. 29-33
Author(s):  
Tesaviani Kusumastiwi

Abstract Online games are games using machines based on internet networks so that they can interact between players and can be accessed either via computers, console games or smartphones. This game is top-rated not only apart from the challenges that exist in the game, as well as the interaction with other players, so it resembles real life. Ease of access and fun games cause online game users to take more and more time to play online games. This behaviour makes online game users neglect their daily activities and reduce interaction with the real world. Adolescence is an age that is prone to addiction to online games due to various factors. The attachment of parents and adolescents is allegedly able to play a role as a preventive factor and symptom improvement in online gaming disorder in adolescence.


2018 ◽  
Vol 2 (1) ◽  
pp. 77
Author(s):  
Fikry Prastya Syahputra ◽  
Tengku Silvana Sinar

<p align="center"><strong><em>Abstract</em></strong></p><p><em>This study focused on the semantic field for the categorization of meaning, kind of meaning and semantic structure of verbs touch in Indonesian (verba sentuh). The reason of this research is the discovery of ambiguous meaning of a word when we refer to the monolingual dictionary that exists today. The method used is descriptive method with a form of qualitative research. The data in this study is verbs touch and source of research was obtained from the dictionary of Indonesian language (Kamus Besar Bahasa Indonesia) in 2008. The theory used in this analysis is the theory of Natural Semantic Metalanguage (NSM). Data were analyzed using three stages, data reduction, data presentation and conclusion/verification. The analysis result obtained was four original meaning which holds a stake in touch verb formation, namely: [FEEL], [BEAT], [PRESSING] and [RUB]. The other components that make up the touch verb is 'someone' and 'something'. This study is only a fraction of the research from Natural Semantic Metalanguage data sourced from Indonesian. This research is expected to contribute for other Natural Semantic Metalanguage research. So that later can be arranged a monolingual Bahasa dictionary based on Natural Semantics Metalanguage.</em></p><p align="center">Abstrak</p><p>Penelitian ini difokuskan pada bidang semantik untuk kategorisasi makna, jenis makna dan struktur semantik dari verba sentuh dalam bahasa  Indonesia. Alasan yang menjadi latar belakang penelitian ini adalah ditemukannya keambiguan makna suatu kata apabila kita merujuk pada kamus monolingual yang ada saat ini. Metode yang digunakan adalah metode deskriptif dengan bentuk penelitian kualitatif. Data pada penelitian ini berupa verba sentuh dan sumber data penelitian diperoleh dari kamus (KBBI) pada tahun 2008. Teori yang digunakan dalam analisis ini adalah teori Metabahasa Semantik Alami (MSA). Teknik analisis data menggunakan tiga tahap yaitu, reduksi data, penyajian data dan penarikan kesimpulan/verifikasi. Hasil analisis yang didapat adalah empat makna asali yang memegang andil dalam pembentukan verba sentuh, yaitu: [MERASAKAN], [MEMUKUL], [MENEKAN] dan [MENGGOSOK]. Komponen lain yang membentuk verba sentuh adalah <em>‘seseorang</em>’ dan <em>‘sesuatu</em>’. Penelitian ini hanya sebagian kecil dari penelitian-penelitian Metabahasa Semantik Alami yang bersumber data dari bahasa Indonesia. Diharapkan dengan adanya penelitian ini akan dapat berkontribusi pada penelitian Metabahasa Semantik Alami yang lain. Agar nantinya dapat disusun sebuah kamus monolingual bahasa Indonesia berdasarkan Metabahasa Semantik Alami.</p>


2019 ◽  
Vol 11 (1) ◽  
pp. 18
Author(s):  
Muhd Ar. Imam Riauan ◽  
Abdul Aziz

<p class="Abstract"><em><span lang="IN">The growth rate of online game players in Indonesia is 33% average per year on 2010 and 35% on 2013. Majority of game players are not able to control game play activities and only waste time. On the other hand there is a group of online game players who are capable of achieving and succeeding in the online gaming world especially in playing Point Blank. </span><span>This research use qualitative analysis</span><span lang="IN"> with descriptive approach</span><span> to investigate the professional online game player on ‘Team Fun’ Group that consist of 6 player with different ability in Point Blank. This research show that the </span><span>meaning on Point Blank </span><span lang="IN">give a chance for </span><span>the </span><span lang="IN">player</span><span>to become professional gamers</span><span lang="IN"> as long as</span><span lang="IN">t</span><span>he players able to determine their goals and dreams in playing online games</span><span lang="IN">. Professional game player</span><span>also must join a solid team </span><span lang="IN">to</span><span> clear goal in play.</span></em></p>


Author(s):  
Irmayani Irmayani ◽  
Muhammad Anas

Research objectives 1) determine the symptoms of students addicted to the online game Mobile Legend. 2) find out the factors that influence students addicted to the Mobile Legend online game. 3) find out the impact of Mobile Legend online game addiction on students. 4) the role of self-management techniques to reduce addiction to the Mobile Legend online game. This research is qualitative with a type of case study research. The research subjects are 2 students who are addicted to the legendary online mobile game. The research instruments used were interviews, observation and documentation. Research results: 1) Symptoms of students who are addicted to online games: a) cognitive salience b) behavioral salience c) euphoria d) external conflict e) internal conflict f) tolerance g) withdrawal symptoms. h) relapse and reinstatement 2) Factors affecting students addicted to online games are: a) reward, feedback on games b) reduce boredom towards real life c) eliminate the loneliness streotype d) social inability for players who are addicted e) low self esteem and self efficacy f) virtual environments. 3) The impact on students' learning achievements addicted to online games namely; lazy to do the task, low report card grades, feeling weak and lacking enthusiasm when I wake up in the morning, and his emotions are not stable, enthusiasm for learning is low. 4) Tutor teacher's efforts to overcome online game addiction on two students namely: a) Using an individual counseling approach, b) Conducting home visits.


2019 ◽  
Vol 32 (3) ◽  
pp. e100062 ◽  
Author(s):  
Youwei Zhu ◽  
Na Zhong ◽  
Hang Su ◽  
Xiaolu Ruan ◽  
Jiayi Bao ◽  
...  

BackgroundDespite high relapse rate among methamphetamine (MA) abusers, there still have been little empirical data to date detecting the risk factors related to craving and relapse from the perspective of MA abusers. Therefore, the aim of this study was to use qualitative research methods exploring the strengths, weaknesses, opportunities and threat factors that could facilitate or impede individuals’ abstinence in a real-life context from the perspectives of MA abusers.AimTo use qualitative research methods exploring the strengths, weaknesses, opportunities and threat factors relating to individuals’ abstinence in a real-life context.MethodSemistructured interviews were conducted with 32 MA abusers recruited in Shanghai guided by open-ended questions on narrating the real-life catalysts and inhibitors related to craving, initiation, relapse and abstinence. All data were transcribed verbatim and analysed using a strengths, weaknesses, opportunities and threats (SWOT) analysis.ResultsThe results of the SWOT analysis revealed that contextual factors including peer influence, prevalence and availability of MA, familiar venue of MA use, discrimination, sexual behaviours, alcohol, emotional states and their attitudes towards smoking MA were important factors that contribute to reinitiation and relapse. Surveillance systems, antidrug social workers, vocational skills trainings, moving to another city and family responsibility might serve as counter measures targeting those mentioned weaknesses and threats above.ConclusionThis SWOT analysis highlights the complex nature of relapse. Comprehensive interventions strengthening coping skills such as virtual reality techniques are desperately needed to facilitate individuals’ sustained abstinence.


Author(s):  
Daniela Damian ◽  
Alexandru Capatina

Abstract The article focuses on worldwide freelancers’ stories as explanatory resources in understanding their reasons to embrace or not an entrepreneurial career in the future. It draws upon a qualitative study related on the motivations, benefits and risks of moving from freelancing to an entrepreneurial career, where participants to the survey freely expressed their perceptions, based on their genuine experiences. Data collected during the online survey have been analyzed with NVivo12 software. This qualitative analysis software allowed us to cluster the narratives of freelancers, based on the similarity of words contained in content, on the one hand, and provided a deeper understanding of sentiments related to freelancers’ intention to turn entrepreneurs, on the other hand. Following two principles: „No need to invent or reinvent yourself” and „Real life truths have the most impact”, freelancers who accepted our invitation to the survey highlighted their visions regarding the future career paths, providing an approach to understand their choice to become or not entrepreneurs. Freelancers’ career path can be more comprehensively described, understood and communicated using their stories, so storytelling has been considered the single methodology appropriate to this study objectives. Practical implications of this qualitative research, its limitations and further research avenues are also highlighted.


2021 ◽  
Vol 10 (2) ◽  
pp. 10
Author(s):  
Sri Indah Suci Amalia ◽  
Afifah Asriati

The Management of Lakon Gerak Minang Art Studio in Baringin Village, Tanah Datar Regency. A Bachelor Thesis. Sendratasik Department. FBS. Universitas Negeri Padang. This research aims to describe and explain the management system of Lakon Gerak Minang Art Studio in Baringin Village, Tanah Datar Regency. This research belongs to a qualitative research using descriptive method. The main instrument in this study was the researcher itself and was assisted by supporting instruments such as writing tools and cameras. The data types used in this study were primary and secondary data. The data were collected through literature studies, observations, data analysis, and data collection. The results show that Lakon Gerak Minang art studio has a management consisting of managing, planning programs, and dividing various activities, tasks and responsibilities. Organizational processes are interconnected with each other. If one process is not executed properly, the other processes will not well. Therefore, every process must be done properly so that the studio management system can run well. Thus, it makes Lakon Gerak Minang art studio able to compete with other studios in Tanah Data Regency. The management system run by Lakon Gerak Minang art studio belongs to the line organization (a form of organization where the delegation of authority is directly vertical and entirely given from the leader to the subordinates). The advantage of this line organization is that all decisions can be resolved directly because in a certain situation the leader becomes one of the main targets in solving problems. The weakness of this organization is the problems cannot be resolved quickly due to the fact that the leader is not there. Thus, the management of this organization is to solve problems which exist in the studio.The head of the studio becomes the first person to complete and resolve the problems.


2020 ◽  
Vol 9 (1) ◽  
pp. 96-107
Author(s):  
Putu N R

In revolution idustri era 4.0 required the student in tourism department to enable speak english as internatinal language fluently. The students need to improve their communication skill. Role play technique is one teching technique that is applicable teaching technique in state polytechnic of Banyuwangi because it focused on practicing real life communication skill. The researcher tried to investigate the teaching speaking activity in the classroom. The study used descriptive qualitative research. The researcher analyzed and described the teaching speaking in procedure text by using role play technique for tourism department. The preparation of the lecturer was syllabus and learning contract which contained teaching materials, the method, and learning sources. The process of teaching was divided into three steps; they were pre-activity, main activity and post activity. He brought them in class. The lecturer used role play technique. The lecturer only facilitated the students to be motivated in learning speaking procedure text. He asked the students to do a simulation communication in a hotel. One of the students play role as reseptionist and the other as costumer. During teaching learning process, the lecturer got three main troubles in conducting teaching process. They were students’ low in vocabulary, pronunciation, and the students difficulty in expressing sentences and the lecturer had done the solution. speaking procedure text course which was taught by the lecturer proceded effectively and acceptable for the students. In revolution idustri era 4.0 required the student in tourism department to enable speak english as internatinal language fluently. The students need to improve their communication skill. Role play technique is one teching technique that is applicable teaching technique in state polytechnic of Banyuwangi because it focused on practicing real life communication skill. The researcher tried to investigate the teaching speaking activity in the classroom. The study used descriptive qualitative research. The researcher analyzed and described the teaching speaking in procedure text by using role play technique for tourism department. The preparation of the lecturer was syllabus and learning contract which contained teaching materials, the method, and learning sources. The process of teaching was divided into three steps; they were pre-activity, main activity and post activity. He brought them in class. The lecturer used role play technique. The lecturer only facilitated the students to be motivated in learning speaking procedure text. He asked the students to do a simulation communication in a hotel. One of the students play role as reseptionist and the other as costumer. During teaching learning process, the lecturer got three main troubles in conducting teaching process. They were students’ low in vocabulary, pronunciation, and the students difficulty in expressing sentences and the lecturer had done the solution. speaking procedure text course which was taught by the lecturer proceded effectively and acceptable for the students. In revolution idustri era 4.0 required the student in tourism department to enable speak english as internatinal language fluently. The students need to improve their communication skill. Role play technique is one teching technique that is applicable teaching technique in state polytechnic of Banyuwangi because it focused on practicing real life communication skill. The researcher tried to investigate the teaching speaking activity in the classroom. The study used descriptive qualitative research. The researcher analyzed and described the teaching speaking in procedure text by using role play technique for tourism department. The preparation of the lecturer was syllabus and learning contract which contained teaching materials, the method, and learning sources. The process of teaching was divided into three steps; they were pre-activity, main activity and post activity. He brought them in class. The lecturer used role play technique. The lecturer only facilitated the students to be motivated in learning speaking procedure text. He asked the students to do a simulation communication in a hotel. One of the students play role as reseptionist and the other as costumer. During teaching learning process, the lecturer got three main troubles in conducting teaching process. They were students’ low in vocabulary, pronunciation, and the students difficulty in expressing sentences and the lecturer had done the solution. speaking procedure text course which was taught by the lecturer proceded effectively and acceptable for the students.


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